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Battle Suit Aces News

Part anime game, part deckbuilder, Battle Suit Aces is finally available to try

The indie deckbuilder is a crowded genre, filled with certified classics like Slay The Spire. Even so, there are many games doing interesting things with cards and decks. At first glance, Battle Suit Aces stuns with its anime-inspired visuals, which pull on super robot classics like Gurran Lagann. But its tactical battles, visual-novel storytelling, and Persona-like structure give it serious depth. You can play the demo right now.


Read the rest of the story...

TrinketTom plays the demo!

[h3]What's better than reading about a livestream?
  • Playing the dang demo!
  • Wishlisting Battle Suit Aces
  • Kissing baby frongs
[/h3]


https://store.steampowered.com/app/2870530/Battle_Suit_Aces/

Battle Suit Aces Demo Live now!

For the first time EVER, play a demo of Battle Suit Aces right now on Steam.

Battle Suit Aces is a charming narrative deckbuilder from the team that brought you Battle Chef Brigade. You'll recruit, befriend, and upgrade your mech pilots on a heartfelt hunt for fabled alien superweapons: the Relic Suits. Command them across monster-infested galactic wilds through danger, tragedy, and comedic sci-fi shenanigans.



In the demo, you'll:
  • meet your lovable crew
  • recruit from the Hunters Guild and Suitsmith factions
  • start uncovering the secrets of the Blue Crest relic stuif
  • tangle with the Carrion Riders
  • dispatch marauding monsters with your squad of Battle Suits
  • enjoy bits of a soundtrack your ears will love


If you loved Battle Chef Brigade and you want to continue to support our small and passionate team, make sure to play the Battle Suit Aces Demo out NOW for LudoNarraCon (May 1st-5th), wishlist the game here on Steam, and join our Discord.

And if that wasn't enough, check out Carlos Eiene's behind the scenes showcase of the Carrion Riders battle theme:
[previewyoutube][/previewyoutube]

See you on the Bridge! ✨

DEMO IN LUDONARRACON 🎇✨🎉

Hey there Aces!

We have some exciting news! Battle Suit Aces will be a part of LudoNarraCon this year! From May 1st-5th, and, for the first time ever, a demo of the game will be open to the public.

Indie developer Trinket Studios, creators of the iconic Battle Chef Brigade, with funding from Outersloth, bring you a card-battling, narrative RPG - in space! Recruit mech pilots and welcome them into the ragtag Patchworks family on an epic journey through the stars.

Make sure to wishlist on Steam, join us on Discord, and follow along here for more updates and a demo soon!


Battle Suit Aces Bulletin 002

Hi Aces! Tom here, Captain of the Starship Trinket.

For this issue, we'll talk about the basics of designing, concepting, implementing, and illustrating cards. But first, we just released a new trailer in The MIX Fall Showcase! Battle Chef Brigade fans might recognize the narrator!

Check it out below:

[previewyoutube][/previewyoutube]
We're excited to continue to show you what we're working on in updates to come. But for now, let's get back to cards!

[h3]Designing new cards[/h3]
Making a single-player card battler game is very different from making a multiplayer one. Balance and long-term meta evolution are not our goals! Instead, scenarios in Battle Suit Aces are designed around different goals, like setting up the player to feel cleverly powerful and offering surprising combos via guest characters that fit the narrative.

We have an enormous spreadsheet of ability, item, and scenario ideas that we're always adding to. When I start designing a card, I'll often peruse that spreadsheet to see if there are any that fit the story or tone of whatever the card will be. That's happened a lot recently as I worked on some of the end game battles - we finally implemented a bunch of neat abilities that we can now foreshadow or just use earlier in the game.

Once a card has basic abilities in and it feels ok, we get to test our assumptions. Do the Nautilus monster's abilities synergize well with the other sea-inspired cards it'll be paired with? Does it use the right energy type to make it more or less potent? Is it understandable to the player? We'll tweak cards a lot as we play through the game.

At this stage in a card's lifecycle, cards just use placeholder icons.



[h3]Finalizing art[/h3]
At some point, Eric will decide that it's time to add art to the cards. We're focusing on the early-game cards now, but sometimes we want to get a cool monster's abilities into a trailer, so we'll move it to the front of the line and give it at least a rough colored version.

There are a bunch of stages for cards, but they always start with a rough sketch. That's then refined to make sure the pose is strong and the card's icons won't get in the way.



Of course, there are more than just monsters in the game! Pilots in their Battle Suits are the real stars, so they get a corner of the card as well. Here's my favorite Suitsmith, Mirabell. For a long time, we struggled with our desire to make a ton of rich, lovable characters and our excitement over mecha gameplay. Pairing them together and having both on the cards helped us acheive both.

[h3]Integrating FX[/h3]
One of the final steps in designing a card is to integrate some quick effects for its abilities. We've set up a pretty good pipeline for defining different kinds of projectiles (e.g. a beam, a machine gun effect, or guided missiles), impacts, and muzzle flashes. We top that off with some controls to apply gradient colors to the textures. With this pretty small toolset, we can achieve a wide range of effects to really drive home the power behind your mecha's attacks!



See you next time, pilots!
- Tom